Can someone make a more indepth post about getting the WC3 units and such added? I added the 'Warcraft III (Art Mod)" and nothing shows up in the data viewer at all, so I am fairly lost at how to get them added.

Yeah, making your own models would take you way to long, it would be better to just port models from WoW for now and then once you have the game released and on a stable version that you're happy with, then start working on custom models for the game.

To make a model you need to be able to do:
Concept Design
Model
UV Mapping
Texture Creation
Rigging
Animation

And usualy, devs have a different person for just about every step for that process and even then it takes awhile.

I had actually started remaking this during SC2 beta but when the game went live and we "upgraded" from beta to the real game, all our files were lost and I had no idea it was going to happen, so I never revived the project as I had put weeks of work into the triggers and data fields and did not want to do it all again..

With the cats gaining minerals, how about this, giving cats a type of mind-control ability that only works on SCV's and when the cats get them, they can't do anything except build a CC and mine minerals. I think that could add a interesting aspect to the game possibly.

As for anyone and everyone interested in helping, once I get the terrain done for the map, I'll start up a team and let you guys know what Im thinking. Really wouldn't mind going all out on this being very custom with a custom GUI & custom icons and everything.

Hey everyone, I am working on a Cat & Mouse map like those from SC1 but I want to give it that special something that only SC2 can do(other then being 3D). And I was thinking maybe instead of just putting my own ideas into this map to ask the community what they thought would be some good ideas.

So here I am, asking away. What do you all think would make some nice/cool/f*ckingAMAZING features for a Cat & Mouse map other then your traditional Cat & Mouse features found in the orginals in SC1?

Not at the moment, no I am not the moderator of tutorials, I had to go on leave for millitary reasons and will soon be a moderator again. If the links in the wiki are broken then I suggest telling Sixen about this. Until they are fixed, you can browse and search for tutorials in the tutorial section => LINK

Thats because I am not posting here to tell you exactly how to do this, I am just telling you the break down of it. If you want to learn how to do these things, then you need to goto tutorials and read some. And don't try telling me there are no tutorials on this as I am the former moderator of the tutorials section and I know there are tutorials on making a TD. We are not going to tell you how to make each and every trigger needed for your maps, learn how to do it yourself by tutorials and just messing around in the editor.

To make them spawn in a line and not in a group, have a global interger = 0 by default, for example we will call it creepsSpawned. And when spawning your creeps, say you want 20 max to spawn, you would put in your conditions that creepsSpawned !=(Not Equal To) 20, then in the actions, spawn 1 creep, order last spawned unit for player(creep owner) to move to Point A, set interger creepsSpawned to creepsSpawned + 1, repeat trigger.

This will spawn 1 creep at a time and onyl spawn a max of 20 creeps for this round and because we spawn 1 and then order it to move, the units will move in a line.

To make it so they go from point to point to point to point, you would put a region over each point and then set up triggers that do...
When any unit enters Point A
Triggering unit belongs to Player(Creep)
Order Triggering unit move to Point B

Make 1 trigger like that for each point and it will work fine.

As for anti path, you can just make it so the players towers are not invulnerable and if the creeps cannot find a path they will auto destroy building(s) to get to the point they were ordered to get to.

Before any crit's my trigger, its been a year since I did a trigger so leave me alone lol.